﻿Shader "Sprites/Character"  
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1, 1, 1, 1)
        _AlphaCutoff ("Alpha Cutoff", Range(0.01, 1.0)) = 0.1
    }

    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "TransparentCutout"
            "PreviewType" = "Plane"
            "CanUseSpriteAtlas" = "True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha

        Pass
        {
            Stencil
            {
                Ref 4
                Comp Always
                Pass Replace
            }

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"

            struct appdata_t
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
                half2 texcoord : TEXCOORD0;
            };

            fixed4 _Color;
            fixed _AlphaCutoff;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                return OUT;
            }

            sampler2D _MainTex;
            sampler2D _AlphaTex;

            fixed4 frag( v2f IN ) : SV_Target
            {
                fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
                c.rgb *= c.a;
                clip(c.a - _AlphaCutoff);
                return c;
            }
            ENDCG
        }
    }
}